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Messages - maitreya

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1
Gameplay / Re: Heavy piercing weapon
« on: May 21, 2013, 10:31:25 pm »
present concepts:

  • "stupidly conventional":
The weapon is essentially drawn from the concepts of WWI and WWII flackguns and other anti-aircraft weapons such as the Bofors.
  • "conventional":
The weapon fires an elongated projectile that contains some form of napalm or explosive. Preferably some sort of saboted arrow, possibly from a ballista, steam-cannon, or railgun for bonus points.
  • "unconventional":
Magnetically accelerated ferro-fluid that deals shatter damage up close, but once given the time to elongate (i.e. arming time) the fluid projectile deals heavy piercing damage.

2
Gameplay / Re: Echidna vs. Scylla
« on: May 21, 2013, 10:07:11 pm »
I personally run mortar on my Junker, simply too easy to get it within good range against the "heavy" ships used to brawling like pyramidions and galleons. There is certainly a drawback against lighter and more maneuverable ships and its a good way to have a bad time against a decent squid.

3
Gameplay / Re: Heavy piercing weapon
« on: May 21, 2013, 10:43:04 am »
What if the Ballista bolt had a rope behind it.  All Harpoon Galleon!

NO! just no... the horror


4
Gameplay / Re: The Manta Ray
« on: May 21, 2013, 12:00:21 am »
Now if only we could get actual in-game renders of it and start postulating with a tad more accuracy. Would adore being able to fly something new, just don't feel a real "fit" with the present ships.

i have to admit i am tempted to show some pics i took while running around a Work in Progress mesh with unfinished textures . . .


5
Gameplay / Re: GUNS Balance Questions and Concerns v1.2
« on: May 20, 2013, 11:55:38 pm »
It has probably already been brought up, but it's still a minor peeve to me, why does the flak gun have twin enormous visual clips on it, with such a tiny actual clip. I'm not greatly bothered by the mechanics of it presently, just the giant wing-looking clips. Also I'll second that the carousel is almost useless in most situations and the artemis could use a little tweaking.

6
Gameplay / Re: pyramidions, pyramidions everywhere
« on: May 20, 2013, 11:45:10 pm »
so

uh

I think I found a solution to the pyramidions and galleons being everywhere, the humble junker. It may lack the awesome ramming ability or super fire-power of either, but a setup with twin mercury field guns on one side plus gat-mortar on the other lets me disable and strip galleons at a range plus at least pepper charging pyras, then give them a truly punishing close-range engagement when they try to do running broadsides or brawling-rams. Notable weaknesses I've thought of being anybody smart enough to stay in that just-beyond medium range area where the mortar will be difficult to use or inexperienced gunners simply failing at merc-field use.

course, that's simply what I've come up with thus far, it's still quite vulnerable to squids and somewhat to good goldfish. Also, I've yet to figure out what to use on the front gun other than maybe an artemis, also considering putting a carronade somewhere on the thing.

7
Gameplay / Re: The Manta Ray
« on: May 20, 2013, 10:54:59 pm »
Now if only we could get actual in-game renders of it and start postulating with a tad more accuracy. Would adore being able to fly something new, just don't feel a real "fit" with the present ships.


8
Gameplay / Re: The Manta Ray
« on: May 19, 2013, 12:55:02 pm »
Well, it has a design feel not dissimilar to the pyramidion or galleon; however the only other ship to feature rear-rudders has been the junker not to mention the similar bow. It also has a relatively utilitarian feel, once stripped of the gold it has What appear to be small cranes towards the wide open back for cargo on a stable platform.

9
Gameplay / Re: pyramidions, pyramidions everywhere
« on: May 18, 2013, 08:57:09 pm »
There have been matches where I used claw constantly in labyrinth and been just fine, just having the engineer tap the engines now and again.

10
Gameplay / Re: pyramidions, pyramidions everywhere
« on: May 18, 2013, 06:05:45 pm »
Now to figure out a counter to pyramidion that makes them horribly obsolete. Then again they do have that huge blind spot.

Feel the turning issue is largely removed by simply using Phoenix claw by the way, I've been able to easily out-turn goldfish with ease.

11
Gameplay / pyramidions, pyramidions everywhere
« on: May 18, 2013, 11:04:20 am »
I'm not certain why, maybe it's simply a comfortable or easy style of play, but the pyramidion is everywhere. Yesterday, a crew and myself went about five battles where the other side changed captains every time and every time they were both pyramidions. On top of this, all but two of them had the gat-flack layout.

Perhaps it's a balance issue? I've only played a few weeks but there has been a consistent lean towards pyramidions in just about every round, minus a few where the winners were galleons with four hwachas. It got to the point I simply adopted using the pyramidion and overnight began winning relatively reliably.

TL;DR: how does one cull the pyramidion population

12
Gameplay / Re: Scylla mortar vs Flak
« on: May 16, 2013, 12:00:57 am »
so nothing else in particular would be advised for that second front slot? for any weaknesses the chaingun may have, it simply has an ease of use and reliable ability to strip parts and armour that keep it mandatory at the moment.

13
Gameplay / Scylla mortar vs Flak
« on: May 15, 2013, 11:29:04 pm »
playing around, for a good while I was using the Artemis and a chaingun for a pyra. this pattern functioned extremely well and won 2v1 engagements for us time and again until I came up against two galleons armed with nothing but hwacha and chainguns and was blown apart time and again thanks to some impressive coordination on their part.

aside from that, I'm doing a refit to improve overall performance. from what I've seen the flavor for pyramidions at the moment seems to be chaingun-flack on the front then whatever you please on the side, this would be fine of course aside from I found some posts suggesting that the Scylla mortar was far better.

simply looking for opinions on a mortar-chaingun pairing vs a flak-chaingun pairing, also would greatly appreciate advice on how to counter the horror that is the hwacha in almost every situation. goofy as it seems I can almost swear every time I've lost my ship it was due to enemy hwachas

close range? gear blown apart by a hwacha
long range? getting peppered by a hwacha
mid range? you bet that's a hwacha bearing down on you
something from behind? engines are gone, by the way it was a hwacha

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